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Found 231 results

  1. ZU 59.jpg

    From the album Europa Anno !

    Zurich Old Universityeduc
  2. PGX-DMSCOPIO - MCA036 Anderson Building University Left 的: MAPP Burger Stand PGX-MAXIS - MXA004 College 的: PGX_ALD_PF_Food stand - Candy Land PGX-CAL - HEA010 Bywater Springs Hospital I downloaded two sets of plugins 我下载了两个插件集 But no supporting documents could be found 但找不到支持文件
  3. Version 1.0.0

    470 Downloads

    Al-Shati Elementary Schools B and C (for boys and girls respectively, as far as I know) are typical United Nations-built school buildings from al-Shati (Beach) Refugee Camp, Gaza City. This is a simplified model of both of them as they appeared prior to 2023. Murals on the walls are primarily taken from UNRWA's mural project. I've barely touched BAT4Max over the past couple of months and am not sure when I'll get back to it so I'm just uploading this by itself "as is". Additional civic buildings may or may not follow. Stats from PIM-X. Size: 6x4 tiles Capacity: 4200 students Demand created: 110 R§, 73 R§§ DarkNite only, sorry
  4. Lalumiere Hall

    Version 1.0.0

    481 Downloads

    Opened in 1970, Lalumiere Language Hall is located on the campus of Marquette University of Milwaukee, Wisconsin, and serves as the home of the departments of Foreign Languages and Literatures and Social and Cultural Sciences. This building sits on a 3x3 lot and is modded as a college building. Both Darknite and Maxisnite versions are provided. Only one may be used at a time. The Darknite version requires SimFox's Day and Nite Modd. Dependencies: BSC Common Dependencies Pack (specifically CP Vol01) Enjoy!
  5. Pentagonal Museum

    Version 1.0

    108 Downloads

    Hi guys, this is a museum called "Pentagonal Museum" or "Centenary Museum". Why? Because it's a reward museum available when your city reaches 100 years! I'll wait for your comments and suggestions. Have fun!
  6. Astronomical Observatory

    Version 6.0

    190 Downloads

    Hi guys, this is a civic lot called "Osservatorio Astronomico" based on the astronomical observatory of Tradate near Milan, Italy. In the game it works as a museum. Here its properties: Plop cost: 3.000 Monthly cost: 600 Capacity: 600 School coverage radius: 700 School EQ boost: 25 I'll wait for your comments and suggestions. Have fun!
  7. Version 1.0.0

    178 Downloads

    Description: A Catholic School for your cities. It is named for a 1970s Marian apparition to Japanese nun Agnes Katsuko Sasagawa, giving me an excuse to provide you all with another Japanese/Asian style building. The Catholic Church will fund construction and maintenance, so this is free for your city. Stats: Found in landmark menu, since modding as a school was not working. Plop Cost (bulldoze): 0 (100) Lot size: 5x3 Wealth: Unassigned Water: 21 Electricity: 11 Pollution: 1/1/15/0 @ 2/3/0/0 Dependencies: The number of masters you can serve other than the Lord.
  8. Hjorthagen School Relot

    Version 1.0.0

    224 Downloads

    This primary school features two buildings: a large structure from the early 20th century and a newer one, probably built around the 1980's for extra capacity. The 5x4 lot also comes with a small square for kids to play around during recess. Bike storage is available in the front and back. Cars can park in the back. The driveway is transit enabled for streets, making it easy to connect this to existing road networks. It has the same stats as the original building by @koumus: 18$ 20$$ and 2$$$ jobs, and a capacity of 500 students. The attached screenshots show my custom pavement (created through @rsc204's MTRDK) and grass (Lowkee's Appalachian terrain mod). As far as I know the used texture ID's are standard, so it should work whether or not you're using particular mods. Let me know in the comments if you run into any trouble! Dependencies Hjorthagen School (Specifically the SC4MODEL file) SuperSHK MEGA Parking Textures Girafe Maxis Fence HD Replacement Mod BSC VIP Girafe Flora Pack (Specifically the files for Bushes, Daisy, Lindens, Norway maples, Rowan trees) JENX-Porkie Expanded Porkie Props Murimk - Props Vol01 - Bicycle Props with Bikers MMP SHK Parking Pack RDG Prop Pack 1 This may seem like quite a list, but most are well-used by the community and will probably be in your plugins folder already. I tend to reuse the same textures and props, so if you like my lots it might be worth getting the files
  9. Version 1.0.0

    439 Downloads

    Polish High School, Wroclaw, by Jack (simcitypolska) --------------------------------------- It's a midsize highschool based on the Telecommunication and Electronics School complex in Wroclaw (Haukego-Bosaka 21, ZSTIE - Zespół Szkół Teleinformatycznych i Elektronicznych). It fits into W2W environment. This Polish High School was made by Jack and originally was uploaded onto http://www.simcitypolska.pl/, which is no longer existing and this upload hasn't been available according to my best knowladge since then. Please note as part of the SimCity Polska Restoration efforts and with the permission of the Simtropolis Staff Members (Cyclone Boom, CorinaMarie and Tyberius06), this file has been uploaded on behalf of Jack. All the works contained within this download (lots, descriptors and models) were created by Jack. The lot file has been updated by the SC4PIM-X (x-Tool) by Tyberius06 --------------------------------------- STATS HIGH SCHOOL: Lot size : 5x4 Plop Cost: §3,700 Bulldoze Cost: §270 Catalogue Capacity: 2,400 Catalogue Cost/Mth: §2250 Pollution: 5 (Air)/ 3 (Water)/ 2 (Garbage ) Pollution Radius: 2/3/0 Coverage Radius: 688.0 EQ Boost: 8 School Effect vs Age:20 (5), 30 (5), 40 (5), 50 (2.5), 60 (0), 70 (0), 80 (0) School Pop vs Dist: 100 100 Power Consumed: 9 Mwh Water Consumed: 35 Gal/Month Occupant Group: Civic; School; SchoolsHS Demand Created: R§ 65; R§§ 22; R§§§ 20 --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: NONE --------------------------------------- To install, Copy/extract the Jack parent folder into your plugins folder.
  10. Version 1.0.0

    635 Downloads

    « THE THING » - EDUCATION PACK, by PGX Elementary Schools, Colleges, High Schools, Libraries, Museums, Universities. 62 lots. Education Menu. PREVIOUS USERS OF « THE THING » : YOU NEED TO UPDATE « THE THING ESSENTIALS » IN VERSION II NEWBIES TO « THE THING » : DO NOT DOWNLOAD BEFORE DOWNLOADING THE « PRESET II » OR YOU WILL MISS ESSENTIAL RESOURCES AND INFORMATION STRUCTURE Maxis Academie. ID under the form « MXAxxx ». 15 lots. Street Art Academie. ID under the form « SAAxxx ». 10 lots. Miscellaneous Academie. ID under the form « MCAxxx ». 37 lots. · Elementary Schools 8 lots · Colleges 4 lots · High Schools 8 lots · Libraries 6 lots · Museums 9 lots · Universities 2 lots In subfolders, each lot is separated and has an ID for its identification in subfolders and to figure its order of appearance near the bottom of the Park menu. You can keep all of them or pick up what you want and delete the others or store them appart for later use. Use pictures as catalog, numbers are matching with IDs. INSTALL Expand the zip file. You get a folder named « PGX - EDC Education Pack (Education) ». Drop it as it is in the « PGX - THE THING » folder. Open the chapter subfolder. Sort it by alphabetical order. SPECIFIC DEPENDENCIES Numbers in orange on pictures are highlighting lots that do need a specific dependency in addition to the common ones. Brown box or empty lot if missing. If you’re already using these lots in their regular version, you already have the required files. If not, follow the links and instructions below. DEPENDENCIES ALERT Due to SC4Devotion website crash, some links below might be unaccurate. If so, you will have to find the required files by your own. See at SC4Evermore or ask for information at Simtropolis. MAXIS ACADEMIE PGX-KOSMO - MXA007 College-High School Addon Sportfields http://descargas.capitalsim.net/?sitio=csc&descarga=3747 You only need the « .SC4Model » file https://community.simtropolis.com/files/file/28676-pvs_high-school/?tab=comments#comment-625375 You only need « Aqua_sport_props.dat » MGB204 - AnyOne for Tennis (AoT) ----------------------------------------------------------- STREET ART ACADEMY PGX-SM2 - SAA001 to SAA007 Path Straight Graffiti Barrier https://community.simtropolis.com/files/file/32025-sm2-concrete-sound-barriers/ You need « SM2 CSB_props.dat » PGX-GLENNI - SAA008 Lambda Street Art High School https://community.simtropolis.com/files/file/22937-lambda-arts-college/ You need the « .SC4Model » and all « .SC4Desc » files PGX-Z7 - SAA009 Peckham Street Art Library https://community.simtropolis.com/files/file/18628-z7-peckham-library-and-media-centre/ You only need the « .SC4Model » file PGX-MAXIS - SAA010 Major Street Art Museum For banners BSC MEGA Props CARCH Vol01 ----------------------------------------------------------- MISCELLANEOUS ACADEMIE ELEMENTARY SCHOOLS PGX-JENX - MCA001 Elementary School https://community.simtropolis.com/files/file/3697-shmails-jenx-elementary-school/ You only need the « .SC4Model » file PGX-HDORRIKER - MCA002 Urban Elementary School The required model has been merged with the original lot by its author. Therefore the original lot is also displayed at the beginning of the Education menu. A blocker has been done to skip the problem. If you want the original lot to be displayed in addition to mine, delete the blocker located in the lot folder. If you keep it, do not move or rename it. Do not keep it if you already have the original lot plopped in some city. https://community.simtropolis.com/files/file/14064-compact-urban-elementary-school/ You need « HD --- Compact Urban Elementary School.dat » PGX-JASONCW - MCA004 Frosch Large Elementary School https://community.simtropolis.com/files/file/27012-frosch-elementary/ You only need the « .SC4Model » file PGX-PK - MCA005 Art Deco Large Elementary School https://community.simtropolis.com/files/file/14230-paris-large-school-art-deco/ You only need « PK_Grande Ecole.dat » PGX-OS - MCA006 Vuk Karadzic Large Elementary School https://community.simtropolis.com/files/file/27068-rsp-os-vuk-karadzic/ You need the « .SC4Model » and « .SC4Desc » files PGX-DEDWD - MCA007 Large Elementary School https://community.simtropolis.com/files/file/14381-dedwd-large-school-set/ You only need « DEDWD_SchoolSet_commonfiles.dat » PGX-JBSIMIO - MCA008 John Novac Large Elementary School https://www.sc4evermore.com/index.php/downloads/download/16-civic/136-sc4d-LEX-legacy-jbsimio-education-compilation You need « JB_John Novac Memorial.SC4Model » COLLEGES PGX-BSC - MCA010 Winterton Ladies College https://community.simtropolis.com/files/file/17092-bsc-winterton-college-lilith/ You need « BzB_Winterton_College_Model_File.DAT » PGX-FORDONIAK - MCA011 Polish College https://community.simtropolis.com/files/file/35645-fordoniak-polish-primary-school-podstawowka/ You only need the « .SC4Model » file PGX-NDEX - MCA012 60 College https://community.simtropolis.com/files/file/12079-1960s-college-building/ You need all « .SC4Model » and the « .SC4Desc » files HIGH SCHOOLS PGX-JBSIMIO - MCA013 Schulz High School https://www.sc4evermore.com/index.php/downloads/download/16-civic/136-sc4d-LEX-legacy-jbsimio-education-compilation You only need « JB_Schultz Memorial HS.SC4Model » PGX-JAS - MCA014 High School https://community.simtropolis.com/files/file/15603-justanothersim-high-school/ You only need the « .SC4Model » file PGX-AQZN - MCA015 High school https://community.simtropolis.com/files/file/28676-pvs_high-school/?tab=comments#comment-625375 You need « Aqua_sport_props.dat », « pvs_props.dat » and the « .SC4Model » file PGX-JESTARR - MCA016 Moore French Cooking Institute PGX-JESTARR - MCA017 Crumbly Cheese Architecture High School PGX-JESTARR - MCA018 Snivel Grumble Advertising High School PGX-JESTARR - MCA019 Sugar Warehouse Web Design High School PGX-JESTARR - MCA020 Owosso Railway Engeenering High School https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack Make sure you check « JES » boxes when processing install LIBRARIES PGX-JASONCW - MCA021 AD Rean Branch Library https://community.simtropolis.com/files/file/18951-a-d-rean-branch-library/ You only need the « .SC4Model » file PGX-JAS - MCA022 Synchrocity Library https://community.simtropolis.com/files/file/15355-justanothersims-synchrocity-library/ You only need the « .SC4Model » file PGX-ISD2 - MCA023 Rapson Library https://community.simtropolis.com/files/file/31603-rapson-library/ You only need the « .SC4Model » file PGX-PREPO - MCA024 OpenBooks Library https://community.simtropolis.com/files/file/16272-openbooks-library/ You need the « .SC4Model » and « .SC4Desc » files PGX-RAIKA - MCA026 Glass Library https://simcitymemo.up.seesaa.net/image/LargeLibrary.zip You need the « .SC4Model » and « .SC4Desc » files MUSEUMS PGX-ILOST - MCA027 Ancient Palace Museum https://community.simtropolis.com/files/file/27816-tn-palace-museum/ You need all « .SC4Model » and all « .SC4Desc » files PGX-JAS - MCA028 Simtropolis Museum https://community.simtropolis.com/files/file/15303-justanothersims-local-simtropolis-museum/ You only need the « .SC4Model » file PGX-FTZ - MCA029 Fozzi Foundation Museum https://community.simtropolis.com/files/file/3850-luxury-mansion-ii/ You only need the « .SC4Model » file PGX-JIJDL - MCA030 Kring Seoul Museum https://community.simtropolis.com/files/file/27289-kring-seoul/ You need the « .SC4Model » and all « .SC4Desc » files PGX-BAND - MCA033 Cinedom Multiplex (Museum) https://community.simtropolis.com/files/file/3991-cinedom/ You need the « .SC4Model » and all « .SC4Desc » files PGX-CSX - MCA034 Winterton Theater (Museum) The required model has been merged with the original lot by its author. Therefore the original lot is also displayed at the beginning of the Park menu. A blocker has been done to skip the problem. If you want the original lot to be displayed in addition to mine, delete the blocker located in the lot folder. If you keep it, do not move or rename it. Do not keep it if you already have the original lot plopped in some city. https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=161 You need « CSX Theatre - B Winterton.dat » MCA035 Vienna Karls Kirche (Museum) https://community.simtropolis.com/files/file/33572-vienna-karlskirche-church/ You need the « .SC4Model » and « .SC4Desc » files UNIVERSITIES PGX-DMSCOPIO - MCA036 Anderson Building University Left PGX-DMSCOPIO - MCA037 Sullivant Building University Right https://community.simtropolis.com/files/file/32653-nhp-dmscopio-university-campus-pack-vol1-v2/ You need the two « .SC4Model » and « .SC4Desc » files
  11. As stated in my AMPS Development Thread, I've been working on a new balance to the education buildings in SC4, including some STEX education lots. I took what @xBlaze89x began last August in the On Education in SC4 discussion and built on that. (so it's highly recommended that you read that thread first to have a baseline understanding of my discussion here) I tried different combinations of the "School EQ Boost" property and the "School Effectiveness vs. Average Age" property, as well as the Building SchoolK6, Building SchoolHS, and Building SchoolPrivate "OccupantGroups" property values. (0x0000150F, 0x00001510, and 0x00001514 respectively) What I discovered is that student enrollment is entirely based on the "School Effectiveness vs. Average Age" property and the "School EQ Boost" property value has no effect on it. What am I talking about? I mean the actual number of students that each school enrolls. For example, the standard Elementary School has the value of 5 for the 20 year age bracket, 5 for the 30 age bracket and 0.5 for the 40 year old age bracket. These values are multiplied by the "School EQ Boost" property to determine the amount of EQ increase that is applied to each residence in its range of effect over the decade of each age bracket. In @xBlaze89x's first Elementary School example, a default EQ Boost of 24 with 5/5/0.5 Age brackets results in an EQ peak of 152. This is backed up by the following math: School EQ Boost = 24 per decade Age 20 Effectiveness = 5 (in effect for 0.5 decades as new Sims start at age 25 and age out of the bracket at age 30) Age 30 Effectiveness = 5 (in effect for 1 decade as they age into it at age 30 and age out of it at age 40) Age 40 Effectiveness = 0.5 (in effect for 1 decade as they age into it at age 40 and age out of it at age 50) Therefore: EQ after 25 years = 20 Starting EQ + (24 EQ x 5 Eff x 0.5 decades) + (24 EQ x 5 Eff x 1 decade) + (24 x 0.5 Eff x 1 decade) - (24 Degradation/decade x 2.5 decades) = 152 Of course, this is ideal math for low-wealth Sims, but it is reflected in @xBlaze89x's example where "there are many residences that have reached above 150", so it's reality checked. When I tried to re-balance the schools for my own uses, I decided to reduce starting age for ALL wealth groups to 20 years instead of 25, 30, and 35 for §, §§, and §§§ respectively. Furthermore, I made ALL wealth levels begin at EQ 20, kept the 0.2 EQ degradation per month, changed the Average Age reset value to 20 years, and lastly changed the EQ reset percent to 25%. The reason for these changes was that I created an Excel table that let me plug in various education buildings with varying "School EQ Boost" and "School Effectiveness vs. Average Age" properties and could show me how a residence would change their EQ as they aged. This let me run several hundred permutations and combinations of configurations in just a few hours. (I'm a retired Statistical Data Analyst, so this is all well within my wheelhouse) In my final balance, I settled on the following Educational parameters: Elementary* | EQ Boost- 40 / Effectiveness vs. Average Age- 20s = 1, 30+ = 0 / Occupant Group- Building: SchoolK6 High School* | EQ Boost- 40 / Effectiveness vs. Average Age- 20s = 0, 30s = 1, 40+ = 0 / Occupant Group- Building: SchoolHS Schoolhouse1 | EQ Boost- 80 / Effectiveness vs. Average Age- 20s = 0.5, 30s = 0.5, 40+ = 0 / Occupant Group- Building: SchoolPrivate Private School* | EQ Boost- 90 / Effectiveness vs. Average Age- 20s = 0.5, 30s = 0.5, 40+ = 0 / Occupant Group- Building: SchoolPrivate College* | EQ Boost- 40 / Effectiveness vs. Average Age- 20s = 0.2, 30s = 0.2, 40s = 0.6, 50+ = 0 / Occupant Group- Building: College University* | EQ Boost- 60 / Effectiveness vs. Average Age- 20s = 0.1, 30s = 0.1, 40s = 0.5, 50s = 0.3, 60+ = 0 / Occupant Group- Building: College Community Library2 | EQ Boost- 6 / Effectiveness vs. Average Age- 20s = 0.5, 30s = 0.5, 40s = 1, 50s = 1, 60s = 1, 70s = 1, 80s = 1 / Occupant Group- Building: Library Branch Library* | EQ Boost- 12 / Eff. vs. Average Age- 20s = 0.5, 30s = 0.5, 40s = 1, 50s = 1, 60s = 1, 70s = 1, 80s = 1 / Occupant Group- Building: Library City Library3 | EQ Boost- 18 / Eff. vs. Average Age- 20s = 0.5, 30s = 0.5, 40s = 1, 50s = 1, 60s = 1, 70s = 1, 80s = 1 / Occupant Group- Building: Library Main Library* | EQ Boost- 24 / Eff. vs. Average Age- 20s = 0.5, 30s = 0.5, 40s = 1, 50s = 1, 60s = 1, 70s = 1, 80s = 1 / Occupant Group- Building: Library Art Gallery4 | EQ Boost- 10 / Eff. vs. Average Age- 20s = 0.25, 30s = 0.25, 40s = 0.25, 50s = 0.25, 60+ = 0 / Occupant Group- Building: Museum Observatory5 | EQ Boost- 20 / Effectiveness vs. Average Age- 20s = 0.75, 30s = 0.25, 40+ = 0 / Occupant Group- Building: Museum City Museum* | EQ Boost- 30 / Effectiveness vs. Average Age- 20s = 0.5, 30s = 0.25, 40s = 0.125, 50s = 0.125, 60+ = 0 / Occupant Group- Building: Museum National Observatory6 | EQ Boost- 35 / Effectiveness vs. Average Age- 20s = 0.75, 30s = 0.25, 40+ = 0 / Occupant Group- Building: Museum Major Art Gallery* | EQ Boost- 40 / Effectiveness vs. Average Age- 20s = 0.25, 30s = 0.25, 40s = 0.25, 50s = 0.25, 60+ = 0 / Occupant Group- Building: Museum Broadway Theater7 | EQ Boost- 5 / Effectiveness vs. Average Age- 20s = 0.25, 30s = 0.25, 40s = 0.25, 50s = 0.25, 60+ = 0 / Occupant Group- Building: Opera Opera House* | EQ Boost- 10 / Effectiveness vs. Average Age- 20s = 0.25, 30s = 0.25, 40s = 0.25, 50s = 0.25, 60+ = 0 / Occupant Group- Building: Opera 1 Schoolhouses educate all Sim youths and are considered a K-12 education building; based on JBSimio's Lil' Red Schoolhouse and PEG's MTP Old School House) 2 Community Libraries are small single-tile structures that only can hold 7,500 books (based on gshmails' Rural Small Library in their Complete Rural Set) 3 City Libraries are bigger than Branch Libraries but still much smaller than a Main Library and can hold 100,000 books (based on DK1's Library lot) 4 Art Galleries are museums with local art with interest only in a small area (32 tile radius; based on gshmails' Rural Community Gallery in their Complete Rural Set) 5 Observatories are museums dedicated to science with city-wide coverage but providing EQ bonus mostly in the early ages (based on gshmails' Observatory lot) 6 The National Observatory is the science equivalent to the Major Art Museum with slight lower EQ bonus but more EQ in the early ages (unknown author) 7 Broadway Theaters are similar to the Opera House and a prerequisite to them (based on Cyclone Boom's Maxis Cultural Theater in the Comprehensive Opera House Bug Fix) * All other types are based on the Vanilla Education buildings of the same name The reasons for these values was to make adjustments easy. Assuming no degradation, an Elementary School would improve EQ by 40 points... same for a High School or College... and 80 EQ for a Schoolhouse over its 2 decades of use. (the same as the combination of an Elementary and High School combined) Therefore EQ Boost for these schools was set to 40 and the sum total of their "School Effectiveness vs. Average Age" was always equal to 1. During testing however, I found a major flaw with my buildings... the number of students was EXTREMELY low... like a few dozen for an Elementary School in the middle of a busy city of almost 100k Sims. Also, I had assumed that Private Schools would draw off students from the Public School pool, reducing the demand on Elementary and High Schools... and it did not. Lastly, some of my schools seemed to attract no students at all, even though they seemed to satisfy demand for that school type. That's when I realized that the "School Effectiveness vs. Average Age" was the value that determines how many students a building attracts. (and therefore costs to operate) Examining Elementary Schools in Vanilla, the sum total of all their "School Effectiveness vs. Average Age" values equals 10.5... which is roughly the percentage of Residential population within their area of effect that would be added to the student population in a vanilla Elementary school. After testing I verified this to be the case by making Elementary Schools only provide 3.81 "EQ Boost" but have a "School Effectiveness vs. Average Age" of 10.5 for the 20s and 0 for everything else. Suddenly the Elementary Schools had the correct number of students based on the area they covered, roughly equivalent to the number a vanilla school would have. Regarding the Private School problem, it seems that Vanilla Private Schools do not draw down the number of enrolled students from the Public School system at all, but are an entirely different set of children that weren't going to Public School to begin with. Since I was remaking the Maxis Private Schools into a Charter School, (§ and §§ Sims only) Military Academy, (§ and §§§ Sims only) and Prep School, (§§ and §§§ Sims only) with each having its own unlock requirements, (and a completely new UDI mission to unlock the Prep School; Get Little Binghamton to School unlocking the Charter School and Study for Profit unlocking the Military Academy) and none requiring the others as a prerequisite, I needed them to actually draw down Public School enrollments. In testing I discovered that you can give a school both the SchoolK6 and SchoolHS Occupant Group values and they will in fact act like both. Solving the last issue, some schools not working at all, I determined that each category of school building type had its own minimum value, below which it wouldn't be recognized. After some searching I found the "School Capacity Chunk Size" property in the Residential simulator Exemplar (6534284A-E7E2C2DB-69189C84) with values that corresponded to the minimums I had determined experimentally. (500 minimum for Elementary Schools, 750 for High Schools, 1,000 for Private Schools, 1,000 for Colleges, 10,000 for Libraries, 300 for Museums, and 1,200 for Operas) Lowering these values didn't seem to have any other effect than letting me create smaller Schools, Libraries, Museums, and Operas, so I set the values as follows: All Schools & Museums = 75 / Libraries & Operas = 1,000 (0x0000004B,0x0000004B,0x0000004B,0x0000004B,0x000003E8,0x0000004B,0x000003E8 in Reader; order is K-6, HS, Pvt, Col, Lib, Mus, Opr) That led me to the following table of Educational Parameters: Elementary* | EQ Boost- 3.81 / Effectiveness vs. Average Age- 20s = 10.5, 30+ = 0 / Occupant Group- Building: SchoolK6 High School* | EQ Boost- 5 / Effectiveness vs. Average Age- 20s = 0, 30s = 8, 40+ = 0 / Occupant Group- Building: SchoolHS Schoolhouse1 | EQ Boost- 4.32 / Effectiveness vs. Average Age- 20s = 10.5, 30s = 8, 40+ = 0 / Occupant Group- Building: SchoolK6 and Building: SchoolHS Private School* | EQ Boost- 4.87 / Effectiveness vs. Average Age- 20s = 10.5, 30s = 8, 40+ = 0 / Occupant Group- Building: SchoolK6 and Building: SchoolHS College* | EQ Boost- 4 / Effectiveness vs. Average Age- 20s = 2, 30s = 2, 40s = 6, 50+ = 0 / Occupant Group- Building: College University* | EQ Boost- 4.62 / Effectiveness vs. Average Age- 20s = 1.3, 30s = 1.3, 40s = 6.5, 50s = 3.9, 60+ = 0 / Occupant Group- Building: College Community Library2 | EQ Boost- 0.182645 / Effectiveness vs. Average Age- 20s = 0.5, 30s = 0.5, 40s = 1, 50s = 1, 60s = 1, 70s = 1, 80s = 1 / Occupant Group- Building: Library Branch Library* | EQ Boost- 0.36925 / Effectiveness vs. Average Age- 20s = 16.2, 30s = 16.3, 40s = 32.5, 50s = 32.5, 60s = 32.5, 70s = 32.5, 80s = 32.5 / Occupant Group- Building: Library City Library3 | EQ Boost- 0.553875 / Effectiveness vs. Average Age- 20s = 16.2, 30s = 16.3, 40s = 32.5, 50s = 32.5, 60s = 32.5, 70s = 32.5, 80s = 32.5 / Occupant Group- Building: Library Main Library* | EQ Boost- 0.7385 / Effectiveness vs. Average Age- 20s = 16.2, 30s = 16.3, 40s = 32.5, 50s = 32.5, 60s = 32.5, 70s = 32.5, 80s = 32.5 / Occupant Group- Building: Library Art Gallery4 | EQ Boost- 1.67 / Effectiveness vs. Average Age- 20s = 1.5, 30s = 1.5, 40s = 1.5, 50s = 1.5, 60+ = 0 / Occupant Group- Building: Museum Observatory5 | EQ Boost- 3.25 / Effectiveness vs. Average Age- 20s = 4.61, 30s = 1.54, 40+ = 0 / Occupant Group- Building: Museum City Museum* | EQ Boost- 4.88 / Effectiveness vs. Average Age- 20s = 3, 30s = 1.55, 40s = 0.8, 50s = 0.8, 60+ = 0 / Occupant Group- Building: Museum National Observatory6 | EQ Boost- 5.69 / Effectiveness vs. Average Age- 20s = 4.61, 30s = 1.54, 40+ = 0 / Occupant Group- Building: Museum Major Art Gallery* | EQ Boost- 6.67 / Effectiveness vs. Average Age- 20s = 1.5, 30s = 1.5, 40s = 1.5, 50s = 1.5, 60+ = 0 / Occupant Group- Building: Museum Broadway Theater7 | EQ Boost- 1 / Effectiveness vs. Average Age- 20s = 1.25, 30s = 1.25, 40s = 1.25, 50s = 1.25, 60+ = 0 / Occupant Group- Building: Opera Opera House* | EQ Boost- 2 / Effectiveness vs. Average Age- 20s = 1.25, 30s = 1.25, 40s = 1.25, 50s = 1.25, 60+ = 0 / Occupant Group- Building: Opera Here's how this looks in a city with 94,106 Residents (25,720 §, 50,924 §§, & 16,288 §§§) grown naturally over 33 years. (i.e. actually playing the game and growing the city organically and on budget) This school is located in a newer part of town as the city grew toward the shore. A school for a small subdivision that covers a large area with sparse housing. The city's main High School located near the older west side of town. Covers most of the city. The newest High School on the far eastern shoreline. The Charter School on the far western edge of the city in the oldest part of town. The residents here have mostly aged out of Elementary Education. The Military Academy is located near the Industrial sector with mostly low-income housing but reaching in far enough int town to catch some high-wealth residents as well. The Prep School is located right in the middle of town near the highest wealth houses with lots of middle-class houses to the northeast and northwest. The Cathedral of Learning is a University created by Xyloxadoria and works exactly the same as the vanilla University with the stats listed above. The Main Library is in the middle of downtown and is the only library still in use. (all others having been demolished) The Major Art Museum is near the Library and, like the library, is the only Museum in town. The Opera House is across the street from the Art Museum and is the only Theater in town. (the Broadway theater having been demolished) Here is the chart of EQ growth over 33 years, topping out at about 145 stable. (it peaked briefly at 158 until I had to rezone some older buildings that were degraded) Here is the Education Map indication the relative positions of each structure and relative EQ of the residents. It's not as highly scientific as @xBlaze89x's insightful analysis, but then it didn't have to be because that's already been done. I wanted to see if my new balance worked as intended in the most meaningful way... within an active game with budgets to balance, Sims to satisfy, etc. (i.e. a real-world test) I did "cheat" a little in that I used the U-Drive It missions to unlock many of the buildings early, but since that falls within the game's parameters to start with, I don't feel it falls outside my testing parameters. For anyone interested in looking at my work, here is the mod I'm using: Education Rebalance.zip Note that it contains a modified version of the AMPS_Core_Files.dat file since I have yet to implement @CorinaMarie's solution to modifications of the _constants.lua (CA63E2A3-4A5E8F3F-FFB0A8D0) and a few of my unlock requirements necessitate adding buildings to the "track_buildings" table, so if you are running AMPS this has to replace your existing AMPS_Core_Files.dat file in the zzzzz_AMPS folder. (whether or not you are running AMPS, the update is harmless to your existing install) Of note, I have used @memo's process for creating changes to existing lots that does NOT require bulldozing prior to install. Any education lots you have in existing cities will continue trucking along just as they always have. If you already have the ModPacc Zero Opera House Fix, this will work seamlessly alongside it (and is in fact required if you want the Broadway Theater and later access to the Opera House) and bulldozing those structures after install will NOT affect your city. (I've done it several times in testing with no Phantom Slider Bug or other negative results) Comments and discussion welcome, as always!
  12. Hi all, sorry if this type of question has been posted here before... I'm working on a city tile that is being used as the main commercial center for several large, mainly residential/industrial tiles. I decided to expand upon the residential population in this commercial city, so I zoned for some high-density residential towers. Immediately 3 or 4 large, high-capacity, high-wealth apartments built, which I was already prepared for with medical and educational infrastructure in place. Things seemed normal, but I began to realize that just when the buildings began to become educated, they reverse and flip to a dark red shade again. All of my educational infrastructure (large elementary school, large high-school, university, museum and library) that exist basically right next to these apartments are well-funded and not nearly over capacity. Also, I have quite a large amount of CO jobs available, with easy transit options that are not being well utilized either (subway, elevated rail, 1-way roads that have only light traffic) connecting directly to main commercial center. Why can't these sims get educated??? Additional info if it helps: The sims are still in the youngest color bracket on the age scale. They have easy access to dirty industry/manufacturing jobs in a neighboring city. The current residential population of the tile is 61,000, but the amount of commercial jobs is 127,000. There are even a few abandoned commercial office buildings due to low demand.
  13. Version 1.0.0

    311 Downloads

    This Polish Primary School lot was made by Fordoniak (also known as adrian10 or adik151) and originally was uploaded onto http://www.simcitypolska.pl/, which is no longer existing and these uploads hasn't been available according to my best knowladge since then. Please note with the permission of the Simtropolis Staff Members (Cyclone Boom and CorinaMarie), this file has been uploaded on behalf of Fordoniak. It was not available anymore due to the unfortunate demise of the SC4 Polska site. The models and the lots originally were created by Fordoniak, but during the restoration attempt they have received an update with the X-Tool (SC4 PIM-X) by the STEX Custodian/Tyberius06. The upload contains the building model and a primary school lot (updated by X-Tool). Before installing, please, check the attached cleanitol_Fordoniak Polish Primary School.txt file and if you happen to have the listed files anywhere in your plugins, please remove them. Installation: Unzip the whole bundle, or COPY the "Fordoniak" parent folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. Dependencies: SC4D LEX Legacy - BSC Common Dependencies Pack v7 (and above)** - The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC Mega Props MikeSeith vol03** **Bear in mind as the named prop pack at the time of the upload of this Polish Primary School has not yet been released (the current version of the BSC Common Dependencies Pack at the time of upload is Version 6), you will find the necessary dependencies on the following link: MikeSeith European cars Automata and family props new instances - you only need the following files from this: ms family cheap singles modus and twingo.dat, ms family multi euro mod ad-on high wealth.dat and ms family multi euro mod ad-on medium wealth.dat
  14. Podcasts?

    Since I spend long hours sitting in a chair at work, I have become a huge fan of podcasts. Too much, really. I know a lot about medieval England now, to be sure. I can't be alone in discovering that there's a whole world full of college-level lectures in every imaginable subject... even if they can't pronounce some very important words correctly (eyes Pirate History suspiciously). I'm not big on true crime outside of mafia/organized crime subjects, but True Crime Historian is an all-time winner in my estimation. Sadly, it completed its run some years back. Who's got some to recommend?
  15. Hi All and welcome to my symposium on Education within SimCity 4! We will be covering what drives the education level (or education quotient, EQ) of our sims and its effects on Industrial and Commercial demand (the Workforce Drives). This will also require us to have a look into the residential simulator. Once the mechanisms are established, I will explain the effects of the settings within the base game and present my modifications. These modifications have not been made into a package at this time, but if the community enjoys the results of the modifications I will make it available with a little help. Let's get Started What is the Point of an Education Anyway? As what is generally observed in the real world, the purpose of education within SC4 is to give sims the opportunity to work in higher paying, cleaner, safer, and more engaging work. Or, to look at it from the view of an employer, the purpose of education is to provide a workforce qualified for the jobs available. (Of course, education has many other benefits in real life, but this is as far as the game goes) So, how is this accomplished in SC4? Well it is all to do with the Workforce Drives! The Workforce Drives exemplars are how SC4 generates Industrial and Commercial demand. There is a detailed posting by RippleJet on SC4 Devotion, link here: https://www.sc4devotion.com/forums/index.php?topic=963.0 Here is my Workforce Drives table (slightly modified from CAM1.0 settings to get my preferred mix): Occupation: CO$$$ CO$$ CS$$$ CS$$ CS$ I-HT I-M I-D I-R Wealth Education R$$$ 150-200 70% 10% 35% 25% 10% 100-150 60% 30% 30% 5% 15% 10% 50-100 30% 52% 23% 15% 22% 8% 0-50 22% 60% 10% 23% 10% 15% 15% 16% R$$ 150-200 45% 15% 10% 30% 30% 20% 100-150 22% 38% 40% 15% 35% 50-100 10% 40% 30% 10% 50% 15% 16% 0-50 30% 25% 20% 55% 30% 160% R$ 150-200 22% 53% 15% 23% 22% 15% 100-150 22% 10% 30% 53% 40% 16% 50-100 5% 10% 40% 40% 65% 160% 0-50 50% 115% 1600% From the table, we can see what type of occupation a sim seeks out is determined by their wealth level (R$, R$$, R$$$), and their education quotient (EQ) (0-200) which is chunked into 4 groups. An EQ of 0-50 is EQ1, 50-100 is EQ2, 100-150 is EQ3, 150-200 is EQ4. Uneducated sims (EQ1) seek out I-D and CS$ jobs. As they become more educated and reach higher EQs, they soon demand I-M and CS$$ jobs, followed by I-HT, CO$$, CO$$$ jobs when they reach the higher EQ ranges. As city planners, if we want to control the demand for the various industrial and commercial occupations, our primary tool is to influence the education quotient of our sims. So, How Does Education Work? There are two main factors driving the education quotient of our Sims. There is the Residential Simulator, which controls how the sims education quotient changes throughout their lifetime, as well as their starting values. Then there are the ploppable educational buildings. First, let's talk about the Residential Simulator. This primarily drives education, health and life expectancy, the chance of education and medical strikes, mayor ratings for health and education, etc. We will stick to just the factors that effect our sim's EQ. Residential Simulator education properties hex decimal Average age reset value 0x28 40 EQ Decay n/a 0.2 EQ Reset percent n/a 80 low wealth EQ 0x14 20 medium wealth EQ 0x28 40 High wealth EQ 0x3C 60 low wealth average age 0x19 25 medium wealth average age 0x1E 30 high wealth average age 0x23 35 R$ sims start out in life at age 25 with an EQ of 20. R$$ sims age 30 EQ 40, R$$$ sims age 35 EQ 60. This applies to all newly moved in sims. If some sims move out, and new sims move in, these will be their values. So, what is Average age reset value? Well, when a sim reaches average life expectancy, they are reincarnated! That's right, when the sims living in a residential building reach life expectancy, their age is reset to 40. Furthermore EQ reset percent, 80, means that 80% of the sim's EQ is retained when they are reincarnated. This has some major implications which we will discuss later when we move on to the educational buildings. The remaining variable of significance is EQ Decay, 0.2. This is a decay of 0.2/month, 2.4 per year, 24 per decade, applied to all sims. When we get to the library building this will be important. Testing Environment Before we get into the buildings, I'll describe the simulation parameters. Welcome to the town of Education Test! (creative name, I know) Education Test is a sleepy little town with a fair balance of industry and commerce that can support a residential population of 3,500 with plenty of excess jobs available. Power, water, and refuse services have been provided as well as police and fire coverage. Taxes have been adjusted to discourage all but R$ sims from moving in (A key to proper analysis is to reduce or eliminate as many variables as possible). There are no traffic problems in Education Test. The residential zoning has been sized to fit within the catchment area of the small elementary school. A census facility has been provided for data collation and collection. The town is profitable once the supported population moves in. We start the simulation by plopping our educational buildings in the town square and clicking cheetah speed, running for ~100 years for each test. It takes <5 years for all the sims to move in and from there the population remains stable. Let's have a look at the results: Educational Building Properties Elementary (Primary) School elementary school Effectivenes cost EQ boost radius age 20 age 30 age 40 age 50 age 60 age 70 age 80 capacity 300 24 384 5 5 0.5 0 0 0 0 500 EQxEffect 120 120 12 0 0 0 0 The Elementary school "Educates young Sims." If by young we mean ages 20-40. I suppose that's fair though considering age 20-30 is the youngest cohort, despite what the population graphs show. Anyway here are the results. I will discuss below. When our new sims move in at age 25, the Elementary school immediately goes to work educating them, and it does a mighty fine job. Within 16 years their educational attainment has peaked at an average of 145. Looking at the map, there are many residences that have reached above 150, putting them at EQ4- these sims could go on to work in I-HT at Andrews Semiconductor, Max's Microchips, or even a nuclear power plant. In fact, they demand it! However that won't last too long. As they lose EQ at a rate of 2.4/year they will soon find themselves in EQ 3, then 2, then 1... So, we ran this test for a 100 years, where is the 2nd generation? Well, they're here, but they don't get educated at elementary school. Remember, sims are reincarnated at age 40, with 80% of their knowledge (EQ) retained. If you look closely at around 75 years, you can see a small dip in the chart, that's when the reincarnation happens and the sims lose 20%. In a stable population where sims are not moving in and out, an Elementary school only works once. It has no effect on subsequent generations as they are aged out of the school's age effectiveness brackets. Maybe you've noticed it yourself, elementary schools in old neighborhoods of a city have few or no students. This age 40 reincarnation is why. Library library Effectivenes cost EQ boost radius age 20 age 30 age 40 age 50 age 60 age 70 age 80 capacity 250 0.3 512 30 30 30 30 30 25 20 30000 EQxEffect 9 9 9 9 9 7.5 6 The Library "Keeps adult Sims from forgetting their education. EQ Decay sucks 2.4 EQ from our sims per year. The library has a very small EQ boost x Effectiveness at 9 for most age brackets, and this is 9 spread over 10 years, or 0.9 per year. Thus a library will reduce EQ Decay from 2.4/year to 1.5/year, a 37.5% reduction. Since the library on its own cannot overcome EQ Decay, I have run the simulation with an Elementary school and a library. Let's have a look: As with the Elementary School, it took 16 years to reach peak EQ. The library contributed 0.9 per year, adding 14.4 EQ over those 16 years. Thus, the census shows us an average EQ of 160, 15 points higher than the Elementary School result. Furthermore, as the decay is reduced for every age cohort, we can observe the slope of the EQ chart is not as steep. We peak at 160 and drop to ~85 as the first generation is reaching their life expectancy, vs. 145 to 20 for the school alone. That's a loss of 125 reduced to 75. Not bad for $12 a month. High (Secondary) School High School Effectivenes cost EQ boost radius age 20 age 30 age 40 age 50 age 60 age 70 age 80 capacity 650 24 512 0 0.5 5 2.5 0 0 0 750 EQxEffect 0 12 120 60 0 0 0 The High School "Educates teen Sims." We can see the age brackets are "higher" than that of the Elementary School, with the peak effectiveness centered at age 40. Interesting. Looks like EQ peaked at 159, that's a bit higher than the 145 the Elementary School provided. When did it peak? 33 years. But wait, there's a factor going on here that's more exciting. The chart rebounds at 75 years when the 2nd generation begins. What is the saying? Life begins at 40? Anyways, since the High School primarily educates the age 40 bracket, it is actually effective as a multi-generational institution, unlike the poor Elementary School. However, the second generation's peak is lower than that of the first. Well, let's add a library and see what happens. That's better. Museum Museum Effectivenes cost EQ boost radius age 20 age 30 age 40 age 50 age 60 age 70 age 80 capacity 450 40 5800 0.3 0.3 0.3 0.3 0.75 1.5 3 900 EQxEffect 12 12 12 12 30 60 120 Hmmm, so the Museum EQxEffect is only 12 for ages 20-60, but EQ decay for 10 years is 24. What to do? Yep, this test will need the be run with a library. Ah, and the museum has quite a strong EQxEffect on the elderly, I wonder how that will go? WOW. Bet you weren't expecting that. Simply a museum and a library turned our sims into certified geniuses! Furthermore, they reach their peak EQ at end of life, meaning the next generation retains 80% of a very high EQ. Furthermore, the sims remain in EQ4 from one generation to the next; no change in industry or commercial demand. The coverage area of the museum is 5800 m, that's bigger than a large tile! All of that for $58+ $12 = $70 a month. It only took 70 years... College City college Effectivenes cost EQ boost radius age 20 age 30 age 40 age 50 age 60 age 70 age 80 capacity 1000 24 5800 0 0.5 1.5 5 2.5 0.5 0 7000 EQxEffect 0 12 36 120 60 12 0 The College "Educates young adult Sims". Age is just a number, right? 50 is young. Like the museum, the college coverage radius is 5800, covering an entire large tile. Let's get to the results. Lowest cost yet for 3,500 sims at $40, and our sims became rocket scientists after 30 years, with EQ peaking at 184 after 40 years. Without a library to help maintain that EQ, our sims did dip to EQ3 later in life, but the next generation came roaring back. Not much else to say here. I won't cover the large Elementary School and large High School. They have the same stats as their base schools, but with extended catchment areas and greater capacities. I also won't be covering the rewards educational buildings University, Major Art Museum, Main Branch Library, Opera House, Private School. Thoughts on this Educational System Whelp. As we can see, practically every educational institution provided will turn an uneducated sim into a certified genius. That's great if our goal is to get to High tech and High Wealth commercial offices as quickly as possible. Furthermore, this process can even be sped up by overlapping the services of multiple educational buildings. If that is your goal, the information above can help you achieve the highest EQ faster, or for less cost, or help you to maintain it between generations. As for myself, I'm looking for a bit more out of the game's educational system. I view the system shipped with the game as far too easy. As mayor, I would like to be able to tailor my city to focus on dirty industry and low wealth commercial services, or manufacturing industry and mid-level offices, or high tech industry and high wealth commercial offices. As hinted in the topic title, I have achieved that through mods. Stay tuned for the next post which will cover that topic. P.S. if you like the educational data map used in the posting, you can find it here:
  16. The first step into tomorrow...

    As you are probably aware, The Smileyfaces are the tribe which is keen on technology and learning. This is because technological superiority and a happy, diverse society has always been considered to be a leverage against tribes or nations who may attempt to challenge the tribe. The bitter lessons of the past (a story for another time...) taught The Smileyfaces to always nurture these values and grow ever stronger through knowledge and happiness. Being the only Smileyface town for a period of time, Laughterdale has always been a hub for innovative thought and many people got used to it. However, in time, the tribe also started to strenghten their area of influence through the newer towns of Tralfamadore and Grinburg. It resulted in significant cooperation and close ties between the three cities and a multitude of deals and bilateral arrangements. A simplified diagram of all these relations can be seen in the picture below. Extra towns have also given The Smileyfaces some more physical space to expand - something that Laughterdale was already lacking as early as 16 Y.O.U.S. While existing companies and research centers felt cozy and secure in the tribal capital, new ones were more interested in developing their base of operations elsewhere, where they could freely lay bricks for their headquarters without "squeezing" their HQs between already existing buildings. Tralfamadore, with its vast and open spaces up for grabs, was a very good spot in this respect. Despite the fact that most of the potentially desired workforce still lived outside of the town, the efficient rail system that the tribe has developed in the past has made it possible to build new factories in Tralfamadore and guarantee appropriate transport for all employees who live beyond the city limits. But the true boom came when The Smileyface Tribal Council issued the "Future Technology Development and Special Economic Zones Decree" (FTDSEZD) in 23 Y.O.U.S. This bill, declared the area along the Avikmakaf River, Northwest of Laughterdale a special, future technology zone, where certain specific entrepreneurs can be given green light to settle and operate... Roughly a third of Tralfamadore and a large portion of the river's coastline suddenly became an area dedicated for very advanced and promising opportunities... Perhaps a bit surprisingly, the citizens of Laughterdale did not mind the decree's goals, even though it undoubtedly reduced the prominence of their city. Many Laughetrdaelians wanted to see their city quiet and green rather than an abode for industry - no matter how modern and inspiring. The Smileyfaces have heartily welcomed the idea of a dedicated area, where modern industry facilities could thrive and serve as a testament for the tribe's intellect, vision and power. The regulations and possibilities arising from the FTDSEZD started to be implemented this year (it is currently 25th Year of Udananian Settlement) and accordingly, Tralfamadore began to visibly change shape. Much of the town's area became divided into parcels which could be purchased by or leased to interested companies. Eventually, the area created as a result of the FTDSEZD bill became known as "F-Tech V". Short for "Futuristic Technology Village". But there is a catch... Any company, startup or firm that wishes to set up shop in the "F-Tech V", also needs to follow certain strict conditions defined in the FTDSEZD bill. These include the following: Only upon fulfilling these conditions and a positive evaluation by the Smileyface Trade and Industry Comitee can a company set up shop along Avikmakaf River. So far, only three companies have entered the "F-Tech V" club but according to the official data, more of them have already applied for membership. If you are interested, below you can find the profiles of the first companies that settled in "F-Tech V"... As you can see, despite the fact that the Smileyface special economic zone hosts just three companies right now, they already present a diverse area of research. New firms are expected to follow suit and add to this picture in a very short time. But of course, "F-Tech V" is not just a big, town-based experimental lab! There are also other places and facilities that are definitely worth mentioning. For example, some upscale housing which makes it possible for people employed in Tralfamadore to benefit from manageable commute times and the special living conditions. Elegant and ecological housing solutions are one of the many visiting cards of this zone. One of the most prominent features of the entire area is the elaborate green and blue infrastructure. This makes the Smileyface hi-tech area not only a comfy living habitat but also a highly-desired leisure space, which is open for all tribespeople. Needless to say, large amounts of greenery and water improve the climate and make even the hottest summers far more tolerable. Interestingly, the water in the canals can also be used for certain industrial purposes. For example, as a coolant for server rooms and central processing units. There is one condition though - the water used, has to be returned back into the canal system and be as clean as it was when it was "borrowed" from the waterways. Why? Because the water from the canals is being occassionally released into Avikmakaf River through the chutes like the one pictured below... Before we move on, I would also like to direct your attention to a special landmark founded by the Tralfamadore City Council and placed in the middle of the "F-tech V". Pride of Tralfamadore, the Open Books Library is an educational center boasting a collection size of 1.93 million items. For comparison, this is almost one-third of the current collection of the National Library of Australia.­­ Open Books Library specializes in scientific and academic records mostly and is predominantly used by the specialists who work in "F-Tech V". However, fans of Moby Dick, Chaucer or Harper Lee will also find something for themselves. Library is freely accessible to all tribespeople who'd like to entertain themselves with quality literature.­ Successful start of a technologically advanced borough was a huge step forward for The Smileyface tribe. However, it did not stop just there... A few months after the first "F-Tech V" facilities started to work, The Smileyface Tribal Council have reached an agreement with all towns to start the construction of the second highway in New Udanani and enhance other transportation networks in anticipation for possible visitors... Starting in the Southern part of Laughterdale, the R-2 Highway (again, "R" for "riggdalir" - Udananian word for "highway") is intended to run westwards and reach the areas occupied by The Businesspeople - a tribe that The Smileyfaces currently consider to be the most "compatible" with their own system of values. Of course, the highway will also branch out towards Tralfamadore so that any potential Businesspeople investors can exit R-2 in the direction of "F-Tech V" zone too. Once in Tralfamadore, travelers will have an opportunity to switch to a comfortable and silent monorail. A special form of communication as it is the very first monorail system in entire New Udanani... By the way, in case you were wondering, the Emo-G Site, another gem of the Smileyface technology, is doing well too. Despite all the changes it remains under full control of the Smileyface capital, despite having been expanded to cover most of the Avikmakaf River's estuary. Of course, it is sill unclear what is exactly going on in this zone and whether it has any connection to the "F-Tech V" neighborhood... As usual, there is rampant speculation about some of its newest features. The new cargo seaport and the railway tracks which clearly lead underground are some of the most mysterious new additions to the facility... Comment replies: @PaPa-J - Hello PaPa-J and welcome to my city journal! I'm glad you liked the previous chapter! Feel free to return anytime you want! Although some of the last episodes of SC:T may seem like a tale, I guarantee that you can jump into any episode at all and you will not feel lost. ­­­ All you really need to know is the premise which states that there are eight (at least so far...) tribes who have slightly different ideas regarding how cities should be built. Enjoy, you are always welcome. @TogaMasterJohn - I'm happy to hear that you liked the tour around Port MacGavran-Wright! Hopefully, today's return to Mainland Udanani will also provide you with an interesting read for the Easter weekend! Have fun!
  17. For background of my question, I suppose I need to briefly describe the basic strategy I use. I have used various variations of this basic strategy, that I probably can't even remember them all. First, I make a "starter city" that is 1/4 of a medium grid or 1/16 of a large grid. The starter city gets just the basic utilities of water, power, and garbage collection (that is actually the most expensive because of the upfront cost of the incinerator or whatever I put in for garbage collection). I also put in a fire station, but that has more to do, I think, with "game mechanics" rather than "providing services" to the sims. This "starter city" costs about $300,000, so what I usually do, at least currently, is start the game on "medium" difficulty and take out a loan of ~$100,000. Since this takes me down to almost $0 in my treasury, I almost always get offered the "desperation awards," and I recommend taking the army base and the prison, but turning down the missile base and the toxic waste dump. In a previous message, I discussed why, so I won't here, but even without them the "starter city" usually starts making money before it gets to the losing condition of -50k or -100k (I can't remember which) and makes you run for senator. Once the loan is paid off, I then start putting in my parks, and since this attracts more people, and more R$$$ people, the more the city makes, then when I get to $1,000,000, I start putting in the city services such as the schools, hospitals, police stations, etc, using what I described in a previous post as "maximal/minimal funding." Even though I am now paying for the schools and hospitals, having the city services expands to city enough to be netting as much as before they were put in, well anyway, when I get back up to $1,000,000, I start developing the next quadrant in the same way, until my city is "finished." That is a very long-winded "brief" description of my basic strategy. Well, anyway, I decided to try a city on "easy mode" and max out the loan to $200,000, so that I started with 700,000 and develop 2 quadrants as my "starter city." This was plenty of money, I never got offered the "desperation awards," and don't think that I even dropped much below $100,000 before the city started making money, even though it had the very big expense of paying the loan (close to $2500, I think). I started making the parks when the city started making money. Since I had no schools yet, but the parks attracted enough R$$$ residents, I very quickly got offered the private school, and decided to place it immediately, then after I put down some more parks, I got offered the 2nd one, and again I plonked it down immediately, Very quickly I got offered the major university, even though I have schools that only about 10 percent of the residents and have not yet put in the city services(schools, hospitals, etc.) that raise the mayor rating. Well any way, right now I have a city that has basic services, 2 schools that service only about 10% of the population, and the major universty. The EQ right now is above 190, or it least appears to be from the data view. I plan to put hospitals into my city, but should I put in the "regular schools" as well. On one hand, putting them in would give the remaining 90%(the R$ and R$$) education services that they do not currently have. On the other, it would be spending an awful lot of simulated money to raise the EQ very little if any. So, I guess my ultimate question is whether I should put in the "regular" schools or not. Brian Christiansen
  18. I suppose this post is a sort of "spiritual successor" to a post I made a few years ago called "education experiment." In the current region I am building, I put the major univerity in the medium and large cities, and only the city college in the small cities, with the support facilities: elementary schools, high schools, and libraries in them as well. For awhile, in the previous region, I would put both in the medium and large cities, but in the current region, I just put one or the other. I can afford to put the major university in a city before the city is "mature," (as many online strategy guides say to do) because I use what I call maximal/minimal funding (described in a previous post of mine as well), and let the funding/size of the universtiy grow with the city. In comparing the university to the college, the college gets the education level up to almost 200 just like the major university does. This may make it sound like the university is just a waste of space/money, and the college is just as "good." However, there are advantages and disadvantages to each one, and I will talk about them based on my observations from the current region and some observations from the region previous to that. City college. The advantages are that it takes up a lot less space, and costs less money both to plop and run. In fact, the space it takes up vs, how much space the university takes up is the main reason I only put only the college in the small cities. I had to make a choice as to what reward buildings to put in the small cities as there is simply not enough space for "all" of them, and the small cities only get the "small" reward buildings. The medium and large cities have plenty of room for the "all" the reward buildings, so they get all of them. At least I am pretty sure I earn all the reward buildings. The main disadvantage of the college is that although it takes the EQ to almost 200 like the university, it takes about 10 game years to do so. How long it takes to reach almost 200 is no big deal in itself, but the faster the EQ gets really high, the faster High-Tech industry develops. Also, when I put in a new neighborhood, the overall "average" education level drops sharply and takes quite a few years to recover. Major university. The advantage is that the overall EQ goes up to almost 200 very quickly, less than 1 game year, I think. It also has the advantage of unlocking the research center and the shuttle lauch place, both of which encourage high-tech development (or at least I think they do). The disavantage is, of curse the initial money it costs, and the amount of space it takes up. Brian Christiansem
  19. Version 3.1.0

    589 Downloads

    Lots for commercial, industrial, education and recycling. Version 3 These lots were made by a typing monkey... McCormick & Co. Classic Industry, Commerce and Civics. One of my favorite buildings on the LEX is this legacy BAT. The original masterpiece is a high-density manufacturing building. It was modded further as a Ministry of Power and as a Ministry of Garbage, both of which give relevant stats in their query windows, adding some more user-interface to the game. One must sign in to the SC4D LEX in order to download the model for both 'ministries', each of which are on the STEX. This download makes it a further useful BAT to have in the plugins folder. __________________________________________ *** This download has been updated. See the Changelog at the bottom of the page. *** __________________________________________ There are 9 lots in this download. Each lot is separate so any or all may be selected. 4 3x4 and 1 4x4 lots are relots of McCormick & Co. Each lot is unique, only the building is the same. 1.) Plop-able re-lot for IM with 1200 jobs, Landmark menu. 2.) Plop-able re-lot for Cs$$ with 1200 jobs, Landmark menu. 3.) Re-lot as a Museum of Industry, capacity 2000, Civics Education menu 4.) Re-lot as a Technical School, capacity 2600, Civics Education menu 5.) Re-lot as a Recycling Center, 65% reduction for 35000 residents, Utilities Sanitation menu. __________________________________________ The next lot uses a couple of Maxis' best mansions for a commercial showpiece. 6.) SimCity Neighborhood Pub & Grill, and Simtopia Architectural Design on the same lot, Cs$$ with 300 jobs, Landmark Menu. School Bus Props 7.) 1 4x4 lot that adds to the Education Menu an extended version of the Museum of Industry with a parking area featuring school buses, 8.) 1 4x5 lot. Simtopia Elementary School educates sims in utilizing their artificial cybernetic world. This school is advanced in that all Occupant Groups for education are included, meaning that a wide range of students attend, giving it a significant education boost across the city and high capacity. EQ Boost: 50. Capacity: 3500. Generates ice-cream truck automata. (There is no School bus generator) __________________________________________ The following gem is a favorite classic on the STEX. It was used here as an example to code the Cs$$ files above. The Barnacle Seafood Restaurant https://community.simtropolis.com/files/file/1722-the-barnacle-seafood-restaurant/ 9.) A re-lot is included in this download which increases the Cs$$ to 184 jobs and adds a bit of anti-pollution, park and landmark effects, otherwise the original masterpiece is untouched __________________________________________ Image Descriptions: 1.) Title 2.) Industrial and Commercial 3.) Civics, Museum and College 4.) Utilities, Recycling Center 5.) SimCity Neighborhood Pub, Simtopia Architectural 6.) Museum and College Age Efficiency Graphs --The museum educates more generally over greater time than the college 7.) Night-lighting 8.) Simtopia Elementary School featuring school buses. __________________________________________ Dependencies: For the first 5 lots the only dependency is the model file: MSZ_MODEL_McCormick_and_Company.dat Which will be .exe installed into the folder: Documents/SimCity4/Plugins/marcszar/McCormick and Company MSZ McCormick and Company BSC (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1412 The original download indicates further dependencies which are not necessary for this download, unless one wants to use the original grow-able lot. The two 'ministries' each have further dependencies, also not necessary for this download. The 6th and 7th lots require: bldgprop_vol1.dat bldgprop_vol2.dat These files are required for many user-creations on the STEX which re-lot Maxis buildings usually found in the Landmarks menu. They should be placed in the SimCity 4 installation Plugins subfolder. Maxis Files for SimCity 4 https://community.simtropolis.com/sc4-maxis-files/ __________________________________________ The 7th and 8th lots feature school bus props from the three files below. One may chose either or all, or even none, but without the props the parking lots will be mostly empty: School Bus Props (optional) American School Bus Prop Pack https://community.simtropolis.com/files/file/31279-american-school-bus-prop-pack/ School bus - 1997 AmTran https://community.simtropolis.com/files/file/22008-school-bus-1997-amtran/ Replacement School Bus https://community.simtropolis.com/files/file/25717-replacement-school-bus/ __________________________________________ Above-mentioned 'ministries' : DEDWD Ministry of Garbage https://community.simtropolis.com/files/file/16558-dedwd-ministry-of-garbage/ Ministry of Power https://community.simtropolis.com/files/file/19898-ministry-of-power/ __________________________________________ Here is a reference of the SimCity 4 management structure for modifications and game orientation Mayor Budgets, Taxes, Ordinances and Neighbor Deals Residential Commercial Industrial Low, Med and High Density $, $$, $$$ $, $$, $$$ Agr. Mfg. Dirty Hi-tech Serv. Off. The Advisory Board City Finance Utilities Pub. Safety Health & Ed. Environ. Planner Advisor Advisor Advisor Advisor Advisor Public Service Departments Civics Utilities Transportation Police Fire Education Power Roads Highways Rails Health Landmarks Rewards Water Misc. (bus & subway) Business-Deals Parks Sanitation Airports Water-Trans. __________________________________________ Infinite monkey theorem https://en.wikipedia.org/wiki/Infinite_monkey_theorem The typing monkey is a mystery reward found in the BSC Canals Parks, an add-on to the BSC Canals. It is triggered when you have lots of money and low population. The typing monkey idea is used to keep the artist's ego down to earth. The gist of the idea is that without the infinite nothing exists, and within infinity anything can exist. BSC Canal Parks __________________________________________ Below is another re-lot of marcszar's work found on the STEX. The original model is also on the SC4D LEX. Paeng's PURe No08 https://community.simtropolis.com/files/file/29443-paengs-pure-no08/ Coleman & Sons Distributors (v1.0) SC4D LEX Details - Coleman & Sons Distributors (v1.0) (sc4devotion.com) __________________________________________
  20. No Cars For Students

    Version 1.0.0

    2,502 Downloads

    in the game the way that it is now if there is a college/university then at 6 AM every kid will first USE their car to go to the 6 AM class during the 9:00 12:00 and 3:00 classes they will still drive but some ( not much) will use public transit this mod changes that by removing the option for kids to drive at all and therefore every kid will either use public transit to get to school or wont go at all. some things to keep in mind 1. if you don't have enough public transit now kids wont be able to go to college even if there is enough room to go make sure you have enough shuttle buses or mag lev access to guarantee high attendance 2. it is recommended that you install the mag lev as subway mod and set up a subway network before building university/college 3. the changes made here will impact students going to both the university and community college even if the picture just shows the university 4. the university shown here has been modded with increased capacity and has the school of education mod but this mod will still work on un modded university campuses install directory is as noted C:\Program Files (x86)\Origin Games\SimCity\SimCityData building a university city/electronics city should be fun , why bother with traffic make students walk/take the bus/subway to school and start building the city you want kill student traffic and get back to building your city your way download this mod and kill student traffic today
  21. Zürich, herz der Welt !

    Zürich, herz der Welt ! At least the financiel heart of Switserland, the largest city of the country. Finaly I can show you my imprsion of this city in the last city yournal of this Euro region series. There still some area´s to explore , but these will follow when I like to do so ! We start with a fly by tour of the city. Zürich and the Züricher See and surrounding mountainious area ! Disctict 1 Zürich financial and commercial heart like Manhattan in Newyork distinctive ! ,Zürich Hauphtbahnhof ! Oerlikon, eastern town area where close by airportZürich Klöten is located just north ! Kreis 5 the histrical industriaol area of Zürich ! Zürich Altstadt and the mountanious University area ! Old Botanic gardens in the disctrict 1 area ! Some picture of the surrounding moalpine area of Zürich ! Out of town the nwe botianicl gardens in district 8 ! Zürich last in the Anno Europe euro region. Lot´s of work tro complete. Time and patience rising tthrough this series+. 4 Gb patch helped to make life more easier. Mayon Province in a similair stage, i am looking forward to for some new worlds to explore ! Hope you enjoyed this city yournal and see you back next time !
  22. Version 1.0.0

    1,010 Downloads

    3x3 Lot This is a large elementary school in the city historical centre of Catania, this is the elementary school of my father, now it's called "istituto Comprensivo Statale C.B. Cavour" but when He was young it were called "Gioacchino Beccaria Elementary".
  23. Version 1.0.0

    844 Downloads

    4x2 Lot This is a medium-size Elementary School with the typical Sicilian style of the Volcano Etna area. Hope you'll appreciate it!
  24. Version 1.0.0

    675 Downloads

    2x2 Lot This is a small Elementary School with the typical Sicilian style of the Volcano Etna area. Hope you'll appreciate it!
  25. Version 1.0.0

    1,322 Downloads

    3x3 Lot. The Palazzo dell'Università or Palazzo Centrale dell'Università di Catania is a monumental palace located in Piazza Universitaria, in the center of the city of Catania, region of Sicily, southern Italy. Since its construction, it has housed the main offices of the University of Catania, and stands across the piazza from the Palazzo San Giuliano, also housing offices of the university. It presently houses the offices of the rector, university offices, the Biblioteca regionale “Giambattista Caruso”, and a small museum of geology and archeology. The University of Catania is among the 15 oldest universities in Italy; it predates the other large universities in Sicily, Palermo and Messina, by more than three centuries. The impetus for the foundation of the university at Catania came from Alfonso V, King of Aragon, Sardinia, and Sicily who granted the foundation of an institution of Studium Generale with the power to grant titles of baccalaurate and doctorate. The first laureate graduated in 1445. The initial university home was a building alongside a seminary and adjacent to where the present Catania Cathedral. That site was razed to create the spaces around the cathedral, and the university moved to different locales until finding a home in 1684 the building of the ospedale San Marco, located at this site. However, like most of the city, the structure was razed by the 1693 earthquake. Construction of a new palace began within a few years, the present design is the product of some of the main architects of baroque Catania, Francesco Battaglia, and his son Antonino Battaglia, and by Giovanni Battista Vaccarini. The structure was completed by 1760. Further restructuring was pursued by Antoni Battisi after the earthquake of 1818, and in 1879 by engineer Mario Di Stefano with work on the portal. The piazza in front, once called piazza della fiera del lunedì, ultimately acquired its present name of piazza dell’Università. Behind the prominently arcaded facade, in the piano nobile, is a large hall (aula magna) frescoed by Giovanni Battista Piparo. The center of the palace has a large courtyard, decorated with an elaborate pavement design using black and white stone. The architect Vaccarini had used similar projects in the Collegio, now Convitto Cutelli, and the Collegio dei Gesuiti (adjacent to St Francis Borgia church).
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